I lit our scene from the BBC project. I used area lights, spot lights, skydome, fog, and mesh lights.
I textured the scene a little bit just to see what it would look like, but i was to impatient for it haha
I used orange warm light to show life in the scene, and the change to blue was to create an alien feel.
I lit Mine and Eoin’s scene. I used area and mesh light.
I used cylindrical area lights to light this. I tried using quad area lights, but it didn’t light enough of the area to look realist, and I would also have had to use another light, like a mesh to light the surface to the light model to create the appearnce of the light actually having a buld. The cylindrical light fixed this problem as its lit up the most area and create the fluorescent light look I was looking for.
I was having trouble with lighting this environment. The render kept coming out very noisey, upping the exposure or intensity was too brightm and didn’t really fix it, and uping the samples kind of help, but didn’t get rid of the problem, and also made the render time alot longer.
I then noticed that the top og the image, wasn’t as grainy. I realise this was because the top of the model was closer to the cylindrical light than the bottom. so I tried making the area light larger in size and moving it so that the model had a more equal amont of exposure, and it worked!
I had to lower the intensity and exposure as the size to the light had made the scene far to bright for the look I wanted. I want a dingy, dark clinical feel to the environment.
I textured the hazard signs that Hollie made onto a flat plain and positioned them on the walls around the lab.
Hollie’s Blood spatters kept coming up with a black background in the renders. I tried making it have a transpartent background, and changed the file type to .tiff, but it still happened.
I textured on a metal floor to the lab.
I lit the scene with red and green as that was the idea that we had talked about as a group. Its inspired by this Bioshock concept art.
The light kind of create the grim, cold clinical looked that I was going for.
They had model this really nice shrine door thing behind the tree, and I thought the in would look really nice lit up, or having a light emiting from it.
Drevla and Cassie said that the wanted to have a light shning down through a hole in the roof of the model, so that it looks like sun beams.
I tried using diractional lights but it didn’t create the effect that I wanted.
I used Ai volume scattering using Arnold to create the sunbeam. I like volume scattering, but it seems to affect all the light in the scene. So if I only want one light with the scattering, the other lights in the scene would also scatter create a really bright and foggy scene.
Jonny and Lorna gave me her eniorment scene of a church.
I used Ai volume scattering again in this scene. Jonny had said he made the stain glass window with the intention of having a light shining through it, but that i=he didn’t know how to do that. So thats what I did.
I want to try using mental ray to light this scene as I found some videos on light scattering that might help and with fix my problem with Arnold Ai volume scattering.
Michelle gave me her Eniorment scene to light.
I made a scene to light and texture for this lighting project.
I tired to create a sun beam affect using mental ray, I watched a few videos and it couldn’t get it to work. it wasn’t until I watched this tutorial, that I came to the conclusion that maybe 2017s mental ray has a fault.
I followed these instruction to a T, and I still didn’t get the result that I wanted. Below is a render of the kind of thing I was getting.
I saw comments below the Videos I was looking at with people complaining about similar problems in maya 2017.
So instead I used Arnold Ai volume scattering to create the affect and used a directional light to light one side of the room as I discovered that the directional light ws not affected by the Ai volume scattering.